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RDPipelineSpecializationConstant

Pipeline specialization constant (used by RenderingDevice).

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class RDPipelineSpecializationConstantReckfellSharpInherits RefCounted

Pipeline specialization constant (used by RenderingDevice).

A specialization constant is a way to create additional variants of shaders without actually increasing the number of shader versions that are compiled. This allows improving performance by reducing the number of shader versions and reducing if branching, while still allowing shaders to be flexible for different use cases. This object is used by RenderingDevice.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

RDPipelineSpecializationConstantConstructor
# RDPipelineSpecializationConstant
C#
public RDPipelineSpecializationConstant();

Properties2

ConstantIdProperty
# ConstantId
C#
public uint ConstantId { get; set; }

The identifier of the specialization constant. This is a value starting from 0 and that increments for every different specialization constant for a given shader.

ValueProperty
# Value
C#
public Variant Value { get; set; }

The specialization constant's value. Only [bool], [int] and [float] types are valid for specialization constants.

Methods4

GetConstantIduint
# GetConstantId
C#
public uint GetConstantId();
Returns uint
GetValueVariant
# GetValue
C#
public Variant GetValue();
Returns Variant
SetConstantIdvoid
# SetConstantId
C#
public void SetConstantId(uint constantId);
Parameters
NameTypeDefault
constantIduint—
SetValuevoid
# SetValue
C#
public void SetValue(Variant value);
Parameters
NameTypeDefault
valueVariant—
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